Denied Make a e11 exosuit (not as op as before)

This suggestion has been denied and will not receive development.
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absbb8

Civil Gamers Expert
Aug 15, 2024
13
4
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Right so many factions have been getting updates and since we have a old exo suit model here's the recommended things and stuff

What does this suggestion change/add/remove:
Adding a exo suit would allow us to combat scps more effectively it would have 200 or 300 hp (killable by type greens if needed) and would have similar speed stats to dianabol or potent , it would allow us to combat scps more effectively without dying (ofc there would only be one slot) and it would have regular weapons, nothing to op or broken to make it fair against scps. the reason why I'm making this suggestion is that 90% of the gameplay loop of e11 is just dying over and over again and this would help reduce that. it would only be used against scps and not humans as it would be a tool to fight scps. also should only be utilized for hcz scps, and not llcz to make it more fair. you can also make it similar to energy system where if the energy runs out the person goes back to regular speed, the suit would also reduce recoil on guns it has.

Has something similar been suggested before? If so, why is your suggestion different?:
not that I'm aware of.

Possible Positives of the suggestion (At least 2):
Update to e11 in a long time (increases morale)

Helps contain scps faster and more effectively

More fair for e11 to actually have a proper chance to fight scps during breach's
Would also balance out jobs between nu-7 and e11 being lower then nu-7's.


Possible Negatives of the suggestion:

Cant fight ci
can be unfair against certain scps if not carefully balanced.
If powerful weapons are used on the job would make it semi unfair for the scps to fight against.


Based on the Positives & Negatives, why should this suggestion be accepted:
While the Exo Suit comes with limitations , the positives far outweigh the negatives. It would give E-11 a long-overdue update, improve morale, and provide them with a fair tool to handle SCP breaches without making the faction overpowered. By keeping it limited to one slot, restricting it to HCZ SCP combat, and using balanced weapons, the suit would enhance E-11’s role without disrupting overall gameplay. This change would not only strengthen E-11’s effectiveness but also make the faction more appealing for players, helping to even out the job difference between E-11 and Nu-7.
 
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Right so many factions have been getting updates and since we have a old exo suit model here's the recommended things and stuff

What does this suggestion change/add/remove:
Adding a exo suit would allow us to combat scps more effectively it would have 200 or 300 hp (killable by type greens if needed) and would have similar speed stats to dianabol or potent , it would allow us to combat scps more effectively without dying (ofc there would only be one slot) and it would have regular weapons, nothing to op or broken to make it fair against scps. the reason why I'm making this suggestion is that 90% of the gameplay loop of e11 is just dying over and over again and this would help reduce that. it would only be used against scps and not humans as it would be a tool to fight scps. also should only be utilized for hcz scps, and not llcz to make it more fair. you can also make it similar to energy system where if the energy runs out the person goes back to regular speed, the suit would also reduce recoil on guns it has.

Has something similar been suggested before? If so, why is your suggestion different?:
not that I'm aware of.

Possible Positives of the suggestion (At least 2):
Update to e11 in a long time (increases morale)

Helps contain scps faster and more effectively
More fair for e11 to actually have a proper chance to fight scps during breach's
Would also balance out jobs between nu-7 and e11 being lower then nu-7's.


Possible Negatives of the suggestion:

Cant fight ci
can be unfair against certain scps if not carefully balanced.
If powerful weapons are used on the job would make it semi unfair for the scps to fight against.


Based on the Positives & Negatives, why should this suggestion be accepted:
While the Exo Suit comes with limitations , the positives far outweigh the negatives. It would give E-11 a long-overdue update, improve morale, and provide them with a fair tool to handle SCP breaches without making the faction overpowered. By keeping it limited to one slot, restricting it to HCZ SCP combat, and using balanced weapons, the suit would enhance E-11’s role without disrupting overall gameplay. This change would not only strengthen E-11’s effectiveness but also make the faction more appealing for players, helping to even out the job difference between E-11 and Nu-7.
+MAJOR SUPPORT
 
I love the idea of E-11 getting more advanced things since their role isn't to combat personnel but SCPs. While I think giving them a flat 200 or 300hp buff isn't the way, the idea of extra speed and a jump boost makes perfect sense versus SCPs, though it would need to be comparable to something like 076's speed to be effective.

I think it would also need some extra rules around it, such as restricting it to # of Euclid/Keter SCPs breached, like any other AA, but assuming proper restrictions are in place, I don't see why they shouldn't have an exosuit, even with an HP increase.
+Support.
 
Suggestion Denied

Hi @absbb8

Thanks for taking the time to make a server suggestion.

The Content Team has chosen to deny your suggestion due to the following reason(s):

We do understand that you want an update for E11 or changes within the department, but adding an Exo suit ( 300HP and speed boost Jug on potent ) is currently not desired by Content and SSL.

Plans are already made for E-11 changes and additions on the private Tracker.

To add onto the E-11 Topic suggestion/ideas made in https://civilnetworks.net/community...as-and-feedback-e-11.33310/page-7#post-244130 are still under review and open for discussion.


Your suggestion will now be locked and marked as denied.​
 
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